252,895 Commits over 3,990 Days - 2.64cph!

11 Days Ago
Improve default nav agent ground trace logic Should improve ground detection behavior when passing under low height overhangs. Should also fix issues with clipping, when the navmesh geometry diverges too much from the actual physics geometry. Closes sbox-issues/issues/7432
11 Days Ago
Merge from primitive
11 Days Ago
Fixed new horses not getting included in TriggerComfort, preventing them contributing to comfort
11 Days Ago
viewmodel mini crossbow - reduced dryfire repeat rate - cleanup, removed uneeded model prefab, renaming
11 Days Ago
Warming and cooling Tea variations added warming and cooling tea updated decal sheet to include warming and cooling tea icon
11 Days Ago
Codegen
11 Days Ago
Merge from primitive
11 Days Ago
Texture updates and LODs for Ballista Mounts
11 Days Ago
Merge from tiger as there are a lof of shared improvements that need to be ported
11 Days Ago
Towing ropes now do a quick pass to ensure they are consistent lengths
11 Days Ago
Added debug.debugboatissue, prints out a bunch of stuff if the player is mounted to a rowboat
11 Days Ago
Bring over locomotion improvements from tiger branch
11 Days Ago
Merge from main
11 Days Ago
Merge from main
11 Days Ago
Re-hook tiger fire reac
11 Days Ago
primitive -> Aux2
11 Days Ago
Added Mini Crossbow to T1 Tech Tree (now craftable) NOTE: Temprorary placement on tree. Final placement not decided
11 Days Ago
merge from primitive
11 Days Ago
Fixed invisible mini crossbow viewmodel (due to recent model changes)
11 Days Ago
Static ballista protection and health
11 Days Ago
Fixed both wooden shields not colliding with vehicles when dropped in the world
11 Days Ago
Prevent siege tower from closing door as a player walks into it (whilst opening)
11 Days Ago
sliding ragdoll triggered through velocity rather than just a timeout (still has a small time threshold to avoid getting flung off with a spike) - also allowed slide state to be exited if you're at near-zero velocity, stops horse getting stuck on steep cliff edges in some cases and not being about to mount them or move them without getting ragdolled
11 Days Ago
Added groundwatch to the static ballista
11 Days Ago
Fix shields able to be hit when not in the players hand
11 Days Ago
Tweaked both ballista deploy volumes
11 Days Ago
More blockouts added to ziggurat scene
11 Days Ago
merge from primitive
11 Days Ago
- Added natural beehive (drops honeycomb) - Honeycomb description - Manifest
11 Days Ago
WIP make track groups collapsible Expand / collapse nested tracks https://files.facepunch.com/ziks/2025-01-27/sbox-dev_SuwPHb2RtY.mp4
11 Days Ago
viewmodel egg
11 Days Ago
added threshold to horse ground alignment to make it less noisy when stopped on uneven terrain
11 Days Ago
exported vineswing player viewmodel and worldmodel anim tests to misc folder
11 Days Ago
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11 Days Ago
update to med assault rifle skin forestock - widened to fit hand on both viewmodel and world model
11 Days Ago
added two convars to disable temp ragdolling of players and horses separately, both enabled by default - allowplayertempragdoll - allowhorsetempragdoll
11 Days Ago
Updated ziggurat level, added entrance blockout
11 Days Ago
Restored min sliding time before ragdolling (5s)
11 Days Ago
Instead of fleeing just after attack, the tiger will flee when slightly injured Make tiger more reactive when eating or roaring
11 Days Ago
mini crossbow model update - included front sight pole to help with aiming on both viewmodel and worldmodel updated textures and materials
11 Days Ago
Revert "Bindless lightmaps/Lightmap Combo Removal (#1765)" This reverts commit 1fdcdeab689851f1093853faa8d8b4d6041d63f7. # Conflicts: # game/addons/base/Assets/postprocess/ObjectHighlight/objecthighlight.shader_c # game/addons/base/Assets/shaders/atmosphere_sky.shader_c # game/addons/base/Assets/shaders/blendable.shader_c # game/addons/base/Assets/shaders/foliage.shader_c # game/addons/base/Assets/shaders/fur.shader_c # game/addons/base/Assets/shaders/gizmo/gizmo_grid.shader_c # game/addons/base/Assets/shaders/gizmo/gizmo_line.shader_c # game/addons/base/Assets/shaders/glass.shader_c # game/addons/base/Assets/shaders/line.shader_c # game/addons/base/Assets/shaders/lpv_debug.shader_c # game/addons/base/Assets/shaders/sprite.shader_c # game/addons/base/Assets/shaders/terrain.shader_c # game/addons/base/Assets/shaders/terrain_brush.shader_c # game/addons/base/Assets/shaders/terrain_preview.shader_c # game/addons/base/Assets/shaders/tiled_light_culling_cs.shader_c # game/addons/base/Assets/shaders/ui_backdropfilter.shader_c # game/addons/base/Assets/shaders/ui_basic.shader_c # game/addons/base/Assets/shaders/ui_borderwrap.shader_c # game/addons/base/Assets/shaders/ui_cssbox.shader_c # game/addons/base/Assets/shaders/ui_cssshadow.shader_c # game/addons/base/Assets/shaders/ui_dropshadow.shader_c # game/addons/base/Assets/shaders/ui_filter.shader_c # game/addons/base/Assets/shaders/ui_text.shader_c # game/addons/base/Assets/shaders/vertex_color.shader_c # game/addons/base/Assets/shaders/water.shader_c # game/core/shaders/black_unlit.shader_c # game/core/shaders/cables.shader_c # game/core/shaders/complex.shader_c # game/core/shaders/complex_reflections.shader_c # game/core/shaders/cs_volumetric_fog.shader_c # game/core/shaders/debug_wireframe_2d.shader_c # game/core/shaders/decal.shader_c # game/core/shaders/depth_only.shader_c # game/core/shaders/eyeball.shader_c # game/core/shaders/generic.shader_c # game/core/shaders/hair.shader_c # game/core/shaders/post_process.shader_c # game/core/shaders/projected_decals.shader_c # game/core/shaders/projected_sheet_decals.shader_c # game/core/shaders/simple.shader_c # game/core/shaders/skin.shader_c # game/core/shaders/sky.shader_c # game/core/shaders/spritecard.shader_c # game/core/shaders/static_overlay.shader_c # game/core/shaders/tools_shading_complexity.shader_c # game/core/shaders/tools_solid.shader_c # game/core/shaders/tools_visualize_collision_mesh.shader_c # game/core/shaders/tools_wireframe.shader_c # game/core/shaders/ui.shader_c # game/core/shaders/visualize_cloth.shader_c # game/core/shaders/visualize_nav.shader_c # game/core/shaders/visualize_physics.shader_c # game/core/shaders/vr_tools_shading_complexity.shader_c Build shaders If we have any command line arguments from the Steam client (sbox.game -rungame), parse it via ISteamApps.GetLaunchCommandLine Expose Application.ShutdownUnitTest() Throws if not currently running a unit test Make sure it doesn't run in headless (errors out on dedicated server) Some tidy up - data table ReadFilter instead of other method, reset delta snapshot cache on owner change and after network refresh is received Add Simulate Packet Loss alongside Simulate Lag in editor network options - it's working for simulating outgoing lost packets from the host right now VR: Remove obsolete controller checking bools that nobody's using VR: Add IsHandTracked bool to VRController, update fpxr to 5cf7ff24f5b157166102c8e4898bb84b4accb952 VR: Add MotionRange to VRController.GetJoints, update fpxr to 8822f0461709fbd2eda8fe004d51af79d47e6aa9 e.g. ```csharp Input.VR.LeftHand.GetJoints( MotionRange.Hand ); // default Input.VR.LeftHand.GetJoints( MotionRange.Controller ); // tries to wrap hands around the controller ``` VR: Better controller interactions in menu, move panel to a more comfortable height Reapply "Bindless lightmaps/Lightmap Combo Removal (#1765)" This reverts commit de7b93d17c7a036a567347794ca51163132ef42a. Reapply BATCH_FLAGS_CONTROLLING_COMBO_CHANGES for legacy shaders, accidentally removed binding lightmap for legacy shaders Initialize vertex output of lightmap uv when lightmapping is disabled Update drivers with bindless lightmaps & amd fix Humans/animgraph: added Sprint_NW & Sprint_NE Don't accept "game" command while Application.IsEditor Compute Shader Skinning (#1786) Calculate skinning in compute shader instead of vertex shader Compile shaders Can now right click on a Shader to "Create Material" from it. https://files.facepunch.com/CarsonKompon/2025/January/24_17-29-EmptyPony.png Fix typo in MaterialMenu add octohedral_encoding.fxc include Forward+ Decals (#1606) GPU driven tile culled decals that modify their surfaces PBR properties. No additional draw calls for any decals. * PBR modification: Albedo, Normal, Roughness, Metal, AO * Works with transparent surfaces as it's not projecting based on depth * Color Tinting + Opacity * Angle attenuation * Automatic sort order + override * Future compataibility with extra data flags to add 100 more things * Decal::Apply( ... ) API Make shaders compile with Vulkan 1.2, allows for wave ops instructions used in new SSR, etc Microsoft/DirectXShaderCompiler/wiki/Wave-Intrinsics Bitch when variables are uninitialized in HLSL, can cause all sorts of weird undefined behavior in certain drivers Fix warnings on all shaders, remove D_EYE_WHITE (bullshit?) Avoid sampling diffuse cubemap for fog at lod0 to not have fireflies like in Eagle One Rain Demo Disable compute skinning temporarily while descriptor set crash is being debugged Mark used resources in buffered descriptor set a few frames in advance, they're being deleted while still used Texture Generators (#1779) * Add ResourceGenerator * Add ResourceGeneratorContext * Add TextureGenerator * Add Bitmap * Add Sandbox.Utility.ForAsync * Add IPopupEditor<T>, EditorUtility.OpenControlSheet looks for this interface when creating a popup * Rename ControlSheetPopup to PopupEditor, * Add Color.Rgba16 (half based color) * Managed can override compiling of any resource * Add Texture.GetBitmap * Add transient filesystem in editor * Add Texture.IsError * Add Margin.IsNearlyZero * Fix asset picker ignoring AdditionalTypes * Add Widget.GetDescendants<T> * Add MainThread.Wait() * Expose TypeDescription.Order Fix Json exception when compiling texture Fix NRE in CreateBoneObjects Add VTexWriter - clean up the texture compile process In FloatBitMap_t::Pixel(, clamp the sample Allow non power of 2 textures in native compiletexture Update stb_dxt.h Add Bitmap.IsOpaque() Don't use stb for dx5 it's shit Automatically work out texture compression format Fix an issue where manually setting a NavMeshAgents position would result in race conditions at high framerates For example, this manifested when using CreateBoneObjects on a SkinnedModelRenderer owned by the agent's GameObject. Improve previous fix for NavAgent position glitching Make agents follow gameobject position while in editor Fix exception when couldn't parse resource as json Support texture sheets on light cookies https://files.facepunch.com/layla/1b2711b1/sbox-dev_bWCx2BHnZC.mp4 Make sure light probe texture gets set to a fallback if it's invalid Reduce JSON usage in GameObject.Clone (2) (#1787) We no longer converts the complete GameObject to and from JSON for cloning. JSON is only used as a last resort for complex properties we cannot clone directly. GameObject clones are up to 4 times faster Prefab clones are up to 2 times faster Almost the same as #1781 but includes fixes for a few edge cases: - Match old clone behavior and sort properties when cloning, turns out games can rely on that lol - Match old clone behavior and enable gameobjects before clone process is completed, games could rely on that - Fix edge case where the prefab lookup of clones of prefab instances would not point to the original prefab - Fix edge case when cloning prefabs that contain a nested prefab instance which has a variable that references the outer prefabs root Merge branch 'master' into improved-undo-system Refactor undscope creation Remove debug logs
11 Days Ago
Improve tiger fleeing
11 Days Ago
* Fix tiger stopping too abruptly after fleeing and going back into stealth * Fix tiger accelerating too slowly after landing an attack * Add better speed logging
11 Days Ago
Fixed horse hip position fuckery after recovering from ragdoll
11 Days Ago
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11 Days Ago
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11 Days Ago
Show thumbnails for resource values in the timeline https://files.facepunch.com/ziks/2025-01-27/sbox-dev_4BvLH82u6x.png
11 Days Ago
moved towing joint break limits to a convar for experimentation
11 Days Ago
Make scene mapping serialization deterministic
11 Days Ago
Fix saving to resource rather than embedded